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Hex

Prerequisite: Patron

Tags: Multiple, Supernatural

Cost: Special

You learn a magical power, called a Hex, that grants you talents to either strengthen or weaken others (or yourself). Using a Hex is a single action unless otherwise stated. The save to resist a Hex is equal to your Spell DC. This trait can be taken multiple times, each time you take Hex you gain a new entry below, except if noted under a particular Hex. You can have up to ten Hexes.

Blight (4 Points): You can curse an animal, plant creature, or plot of land, causing it to wither and die. If the Blight Hex is used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to your Proficiency Score × 10 feet.

Blighting a creature is a single action that requires a Spell Attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage. The effects of the Blight Hex can be removed with a Remove Curse spell or similar magic, using your Spell DC. You can only have one Blight Hex in effect at a time. If you use the Blight Hex a second time while the first is still in effect, the first immediately ends.

Cackle (3 points): You can cackle madly as a single action. Any creature that is within 30 feet that is under the effects of an Charm Hex, Evil Eye Hex, Fortune Hex, or Misfortune Hex that you cause has the duration of that Hex extended by 1 round.

Charm (Special; 4 Points): You can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if you had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to your Proficiency Score. A Will save (against your Spell DC) negates this effect. Whether or not the save is successful, a creature is Bolstered against your Charm Hex. You can take the Charm Hex a second time, doing so means a successful use of the Charm Hex causes you to improve the attitude of the target creature by 2 steps. The Charm Hex has the mental tag.

Coven (3 Points): Whenever you are within 30 feet of another with the Coven Hex, you can use the Aid action to grant a 1d12 Assist bonus to the others with the Coven Hex to their d20 rolls for 1 round. This Aid action is treated as an automatic success.

Disguise (5 Points): You can change your appearance for a number of hours equal to your Proficiency Score, as if using the Illusory Disguise spell with the spell level equal to half your Proficiency Score (minimum 1). These hours do not need to be consecutive, but they must be spent in 1 hour increments.

Evil Eye (Special; 5 Points): You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a disadvantage on one of the following (your choice): ability checks, attack rolls, saving throws, skill checks or a –2 to AC. Evil Eye Hex lasts for a number of rounds equal to 3 + your Proficiency Score. A successful Will save reduces this to just 1 round. You can take the Evil Eye Hex a second time, when you do apply two effects. Evil Eye Hex has the mental tag.

Flight (Special; 5 Points): You grow lighter as you gain more understanding of the Flight Hex, eventually gaining the ability to fly. When you first take the Flight Hex you can use the Feather Fall spell at will. You can take the Flight Hex a second and third time. The second time you take this Hex, you can cast Levitate once per 24 hours. The third time, you can fly, as per the Fly spell, for a number of minutes equal to your Proficiency Score per 24 hours. These minutes do not need to be consecutive, but they must be spent in 1 minute increments. The Flight Hex is a personal ability only and all previous abilities gained through it are retained, even if you later improve it.

Fortune (Special; 5 Points): You can grant a creature within 30 feet a bit of good luck for 1 round. The target gains advantage to every ability check, attack roll, saving throw, or skill check for that round. You can take the Fortune Hex twice more. Each time the duration of the Fortune Hex is extended by 1 round. Once a creature has benefited from your Fortune Hex, it is Bolstered against your Fortune Hex.

Healing (6 Points): You can soothe the wounds of those you touch. This acts as a Heal spell, with the spell level equal to half your Proficiency Score (minimum 1). Once a creature has benefited from your Healing Hex, it is Bolstered against your Healing Hex.

Misfortune (Special; 5 Points): You can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it takes disadvantage. A successful Will save negates the Misfortune Hex. You can take the Misfortune Hex twice more. Each time the duration of the Misfortune Hex is extended by 1 round. The Misfortune Hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature is Bolstered against your Misfortune Hex.

Slumber (6 Points): You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the Sleep spell. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your Proficiency Score. The creature will not wake due to noise or light, but others can rouse it with a double action that has the interact and move tags. The Slumber Hex ends immediately if the affected creature takes damage. Whether or not the save is successful, a creature cannot be the target of this Hex again for 24 hours.

Tongues (Special; 5 Points): You can understand any spoken language for a number of minutes per 24 hours equal to your Proficiency Score, as per the Comprehend Languages spell. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You can take the Tongues Hex once more where upon you can use this ability to speak any language, as per the Tongues spell.

Ward (Special; 5 Points): You can use the Ward Hex to place a protective ward over one creature. The warded creature receives a +2 Deflection bonus to AC and a 1d6 Assist bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this Hex again, the previous Ward Hex immediately ends. You cannot use this ability on yourself. You can take the Ward Hex twice more, each time the bonus provided by the Ward Hex increases by +1 and 1d6 respectively.